JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.js"></script>
<style>
body { background-color: grey; }
#render canvas {border: 1px solid black; }
</style>
<div id="render"></div>
<script type="text/javascript">
function drawDots(scene) {
var vertices = new Float32Array( [-32, 0, 0, 32, 0, 0] );
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var shaders = {
vertex: document.getElementById('rasterVertexShader').textContent,
fragment: document.getElementById('rasterFragmentShader').textContent,
};
var material = new THREE.RawShaderMaterial({
uniforms: {},
vertexShader: shaders.vertex,
fragmentShader: shaders.fragment,
transparent: true,
depthTest: false,
opacity: 0.5,
});
material.side = THREE.DoubleSide;
var mesh = new THREE.Points(geometry, material);
mesh.frustumCulled = false;
//TODO: Use groups
scene.add(mesh);
}
function initRenderer() {
var renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
var div = document.getElementById('render');
div.appendChild(renderer.domElement);
var camera = new THREE.PerspectiveCamera(90, 1, 1, 1000);
camera.position.z = 256;
var scene = new THREE.Scene();
//var dpr = window.devicePixelRatio ? window.devicePixelRatio : 1;
//renderer.setPixelRatio(dpr);
renderer.setSize(256, 256)
camera.aspect = 1.0;
camera.updateProjectionMatrix();
return {
renderer: renderer,
scene: scene,
camera: camera,
}
}
document.addEventListener("DOMContentLoaded", function() {
var renderer, scene, camera;
var r = initRenderer();
...